Main Menu

Recent posts

#31
Colonial Space Map Discussion / Re: Custom Map #11654: Side Ch...
Last post by Johnny Haywire - December 30, 2025, 09:46:17 AM
Why?
#32
Farsite Colonies / Custom Map #5934: Pick a Side....
Last post by AutoPost - December 30, 2025, 03:11:35 AM
This topic is for discussion of map #5934: Pick a Side


Author: Finlearson
Size: 192x120
DISCUSS ON DISCORD
#33
Colonial Space Map Discussion / Re: Custom Map #11358: AlexX's...
Last post by Johnny Haywire - December 29, 2025, 10:32:24 PM
Totally agree with all that. Sorrontis maps are almost always a total surprise. Alex's maps are very long, although they have great starts.

This one just relies on all the spores firing at one spot, which generates a creeper pool over 2,000 or whatever the limit is - at which point it turns into AC.

Most of the few maps I've done aren't too brutal, and they certainly aren't as evil as Sorronits' maps =D
#34
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by Johnny Haywire - December 29, 2025, 10:21:42 PM
Yeah, it's mostly the blasters that can't fire once it's leveled to 10 that matters. Also the mortars aren't as effective because your creeper isn't as deep.

Glad it worked for ya =)
#35
Colonial Space Map Discussion / Re: Custom Map #7391: Turmoil ...
Last post by Johnny Haywire - December 29, 2025, 10:19:28 PM
Agreed. This is a fun map.

I made it more fun by limiting myself to 3 beams, 2 berthas, 1 blaster, and 1 sniper. I didn't limit AC units, which made me feel a bit bad for the overkill. Probably only need about 8 sprayers total.

Thanks for the map! =)



#36
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by toolforger - December 29, 2025, 09:48:39 PM
Huh. Weird.
It just... worked?
Not sure why. Maybe because most creeper is simply out of range, because the very top of the tree isn't levelled to 10 before it gets overflowed with creeper.

Once the second PZ is conquered, the rest is indeed just walking down.
#37
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by toolforger - December 29, 2025, 08:59:49 PM
Weird. I had terped everything to low elevation, except walling off cannons at elevation 10.
I'll try general elevation 10 next and see what kinds of differences that causes; I wouldn't have expected any, but if you say that worked, that's at least an interesting experiment.
#38
Farsite Colonies / Custom Map #5933: CPACK Test 4...
Last post by AutoPost - December 29, 2025, 06:27:27 PM
This topic is for discussion of map #5933: CPACK Test 4 - Nullifier Exp


Author: StormWing0
Size: 320x200
DISCUSS ON DISCORD
#39
Colonial Space Map Discussion / Re: Custom Map #11358: AlexX's...
Last post by fractalman - December 29, 2025, 04:51:36 PM
I missed that it was a jonny haywire edit instead of a raw alex mapp, meant that alexx maps are usually a slog once you're stabalized. :P

I can't recall what I think about your maps in general.


There aren't many cw3 map makers who make me savescum constantly, and sorrontis is one of them XD
#40
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by Johnny Haywire - December 29, 2025, 04:34:15 PM
See my comments in map #11642.

If you terp everything on the top (set your emitter to the slow burst cycle), the mortar won't be as effective. I went to the right first, and attacked stuff that way.